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  • * Outside of combat, the actor will use the "friendly fire" combat procedure described above -- not aggro until a set number of hits h
    2 KB (356 words) - 11:20, 24 November 2008

Page text matches

  • ...e of 2 will double the rate of fire, a value of .5 will reduce the rate of fire by half, and etc. |Description = The rate of fire multiplier when condition is between 0% and 10%
    2 KB (265 words) - 19:42, 5 January 2009
  • **If not checked, actor will fire weapon in the air in the direction they are facing. ** Hold Fire When Blocked: Will not shoot if shot is blocked by a movable object.
    2 KB (292 words) - 10:39, 24 November 2008
  • ...eapon jams, the animation for a reload jam will play and your gun will not fire. There are 10 game settings that control the chance for your weapon to jam Each time you try to fire, there is a chance the gun will jam instead of firing. Non automatics inclu
    5 KB (710 words) - 21:06, 2 March 2010
  • |summary = Returns the fire rate of the weapon.
    297 bytes (30 words) - 15:00, 27 July 2010
  • |summary = Returns the semi-auto max fire delay for the weapon.
    321 bytes (32 words) - 14:59, 27 July 2010
  • |summary = Returns the semi-auto min fire delay for the weapon.
    321 bytes (32 words) - 15:00, 27 July 2010
  • |summary = Sets the fire rate for the specified weapon or [[calling reference]]. Added by NVSE 2.5.
    546 bytes (52 words) - 14:42, 14 August 2014
  • * whether to hold fire when blocked [optional, default is true] ...or grab one if one was nearby), and from his own current location he would fire at HollyRef five times -- but only while she is near XMarkerRef047.
    2 KB (210 words) - 02:49, 10 April 2014
  • ...und:''' Sound that plays when AddOnNode is activated, such as when a small fire starts on a car when the car has been shot multiple times.
    498 bytes (84 words) - 05:48, 26 March 2009
  • 4	Wait to Fire Timer Min. 5	Wait to Fire Timer Max.
    3 KB (334 words) - 14:02, 30 March 2015
  • 4	Wait to Fire Timer Min. 5	Wait to Fire Timer Max.
    3 KB (340 words) - 15:07, 30 March 2015
  • ...onger possible. The weapon forms were changed to use ammo from a list, and fire the ammunition form from the list (as opposed to the actual object).
    2 KB (358 words) - 00:24, 15 April 2013
  • [ 2.000000 ] : Fire Gecko (00113246)
    879 bytes (85 words) - 17:51, 14 September 2014
  • ...pon form. For example, an Assault Rifle has a "Crit % Mult" of 1.0, and a "Fire Rate" of 8, so the WeaponMultiplier will be 0.125.
    2 KB (251 words) - 22:04, 14 January 2009
  • ...his setting controls the maximum angle at which bullets will be allowed to fire out of the gun (has no affect on weapon spread). The higher this value the ...his setting controls the maximum angle at which bullets will be allowed to fire out of the gun (has no affect on weapon spread). The higher this value the
    4 KB (546 words) - 05:26, 30 November 2011
  • ...nt to cover point on their way to a destination, pretending they are under fire as they go. If the actor acquires a real target, they will stop moving to ...e behavior || The actor will perform the travel behavior on the way to the fire location, then will drop out of combat and perform the normal package behav
    4 KB (740 words) - 13:57, 21 November 2008
  • ...re an NPC fires an explosive weapon. This can be used to say things like "Fire in the hole!" before throwing a grenade. The same topic can be used to hav ...sive topic, add another topic info lower on the stack and set the text to "Fire in the hole!"
    4 KB (699 words) - 08:13, 15 January 2011
  • ...e Object Stages but has no destruction data in its model, then it will not fire this block when suffering damage, even though the information in the Destru
    1 KB (141 words) - 05:31, 4 February 2010
  • *8: Increase Rate of Fire
    601 bytes (73 words) - 16:35, 14 August 2014
  • 8	Increase Rate of Fire
    954 bytes (104 words) - 15:37, 30 March 2015

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